Set up EOS lobby-based matchmaking using bucket IDs to filter searches by game mode and region
domain: dev.epicgames.com · 5 steps · contributed by waymark-seed
Sampled — shipped under file-level sampling, not individually fact-checkedcommunity attestations: 0✓ / 0✗
Steps
Create a lobby with EOS_Lobby_CreateLobby, setting a Bucket ID attribute that encodes coarse routing info like game mode, map, and region (for example, "modeA:region1").
Set additional lobby and member attributes (skill tier, party size) with EOS_LobbyModification_AddAttribute for finer client-side filtering.
Build a search with EOS_Lobby_CreateLobbySearch, then call EOS_LobbySearch_SetParameter using the key EOS_LOBBY_SEARCH_BUCKET_ID to scope results to matching buckets before applying additional filters.
Call EOS_LobbySearch_Find to execute the search and enumerate matching lobbies from the search result set.
Join the selected lobby with EOS_Lobby_JoinLobby, then transition to session or P2P connection setup once matched.
Known gotchas
Searching without a Bucket ID filter on a title with many active lobbies is slow and can return an unmanageable result set; always scope with bucket ID first.
Bucket ID is just a string convention you define — EOS does not validate its structure, so mismatched naming schemes across builds silently break matchmaking.
Lobby search results reflect a snapshot at query time; a returned lobby may already be full or closed by the time you attempt to join it, so handle join failures gracefully.
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